diff --git a/.gitignore b/.gitignore index 9df143f..aaed56c 100644 --- a/.gitignore +++ b/.gitignore @@ -1,3 +1,4 @@ +# Building stuff build-* *.dll *.exe @@ -10,3 +11,11 @@ shot-????.png .vscode/.BROWSE.VC.DB-wal .DS_Store */DIST/* +/CMakeFiles/ +Makefile +cmake_install.cmake +CMakeCache.txt +cmake-build-*/ + +# Results +libGameLib.a diff --git a/CMakeLists.txt b/CMakeLists.txt new file mode 100644 index 0000000..0553677 --- /dev/null +++ b/CMakeLists.txt @@ -0,0 +1,50 @@ +cmake_minimum_required(VERSION 3.10) + +project(GameLib) + +set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_SOURCE_DIR}/cmake/") + +find_package(SDL2 REQUIRED) +include_directories(${SDL2_INCLUDE_DIRS}) + +set(OpenGL_GL_PREFERENCE LEGACY) +find_package(OpenGL REQUIRED) + + +# ------------------------------------------------------------- +# ----- GameLib + +set(GAMELIB_HEADERS_PATH ${CMAKE_CURRENT_SOURCE_DIR}/src) + +set(GAMELIB_HEADERS + src/TimeUtils.h + src/Util.h + src/QuadArray2D.h + src/Draw.h + src/Input.h + src/Audio.h + src/Anim.h + src/Entity.h + src/GameLib.h) + +set(GAMELIB_SOURCE + src/TimeUtils.c + src/Util.c + src/QuadArray2D.c + src/Draw.c + src/Input.c + src/Audio.c + src/Anim.c + src/Entity.c + src/GameLib.c) + +add_library(GameLib STATIC + ${GAMELIB_HEADERS} ${GAMELIB_SOURCE}) +target_include_directories(GameLib PRIVATE ${GAMELIB_HEADERS_PATH}) +set(GAMELIB_LIBRARIES ${SDL2_LIBRARIES} ${OPENGL_LIBRARY} m GameLib) + +get_directory_property(hasParent PARENT_DIRECTORY) +if(hasParent) + set(GAMELIB_HEADERS_PATH ${GAMELIB_HEADERS_PATH} PARENT_SCOPE) + set(GAMELIB_LIBRARIES ${GAMELIB_LIBRARIES} PARENT_SCOPE) +endif() diff --git a/Example.GameLib/.gitignore b/Example.GameLib/.gitignore index c8262c6..3cb7320 100644 --- a/Example.GameLib/.gitignore +++ b/Example.GameLib/.gitignore @@ -1,3 +1,4 @@ +# Building stuff build-* *.dll *.exe @@ -10,3 +11,11 @@ shot-????.png .vscode/.BROWSE.VC.DB-wal .DS_Store */DIST/* +/CMakeFiles/ +Makefile +cmake_install.cmake +CMakeCache.txt +cmake-build-*/ + +# Results +game diff --git a/Example.GameLib/CMakeLists.txt b/Example.GameLib/CMakeLists.txt new file mode 100644 index 0000000..037cc81 --- /dev/null +++ b/Example.GameLib/CMakeLists.txt @@ -0,0 +1,29 @@ +cmake_minimum_required(VERSION 3.10) + +project(Example.GameLib) + + +add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/../ ${CMAKE_CURRENT_BINARY_DIR}/GameLib) + + +# ------------------------------------------------------------- +# ----- Example.GameLib + + +set(GAME_HEADERS_PATH ${CMAKE_CURRENT_SOURCE_DIR}/src) + +set(GAME_HEADERS + src/GameEnts.h + src/GameMap.h) + +set(GAME_SOURCE + src/GameEnts.c + src/GameMap.c + src/main.c) + +add_executable(game WIN32 + ${GAME_HEADERS} ${GAME_SOURCE}) +target_include_directories(game PRIVATE + ${GAMELIB_HEADERS_PATH} + ${GAME_HEADERS_PATH}) +target_link_libraries(game ${GAMELIB_LIBRARIES}) diff --git a/cmake/FindSDL2.cmake b/cmake/FindSDL2.cmake new file mode 100644 index 0000000..edc9664 --- /dev/null +++ b/cmake/FindSDL2.cmake @@ -0,0 +1,200 @@ +# Distributed under the OSI-approved BSD 3-Clause License. See accompanying +# file Copyright.txt or https://cmake.org/licensing for details. + +#.rst: +# FindSDL2 +# ------- +# +# Locate SDL2 library +# +# This module defines +# +# :: +# +# SDL2_LIBRARY, the name of the library to link against +# SDL2_FOUND, if false, do not try to link to SDL +# SDL2_INCLUDE_DIR, where to find SDL.h +# SDL2_VERSION_STRING, human-readable string containing the version of SDL +# +# +# +# This module responds to the flag: +# +# :: +# +# SDL2_BUILDING_LIBRARY +# If this is defined, then no SDL2_main will be linked in because +# only applications need main(). +# Otherwise, it is assumed you are building an application and this +# module will attempt to locate and set the proper link flags +# as part of the returned SDL2_LIBRARY variable. +# +# +# +# Don't forget to include SDLmain.h and SDLmain.m your project for the +# OS X framework based version. (Other versions link to -lSDL2main which +# this module will try to find on your behalf.) Also for OS X, this +# module will automatically add the -framework Cocoa on your behalf. +# +# +# +# Additional Note: If you see an empty SDL2_LIBRARY_TEMP in your +# configuration and no SDL2_LIBRARY, it means CMake did not find your SDL +# library (SDL.dll, libsdl.so, SDL.framework, etc). Set +# SDL2_LIBRARY_TEMP to point to your SDL library, and configure again. +# Similarly, if you see an empty SDL2MAIN_LIBRARY, you should set this +# value as appropriate. These values are used to generate the final +# SDL2_LIBRARY variable, but when these values are unset, SDL2_LIBRARY +# does not get created. +# +# +# +# $SDL2DIR is an environment variable that would correspond to the +# ./configure --prefix=$SDL2DIR used in building SDL. l.e.galup 9-20-02 +# +# Modified by Eric Wing. Added code to assist with automated building +# by using environmental variables and providing a more +# controlled/consistent search behavior. Added new modifications to +# recognize OS X frameworks and additional Unix paths (FreeBSD, etc). +# Also corrected the header search path to follow "proper" SDL +# guidelines. Added a search for SDL2main which is needed by some +# platforms. Added a search for threads which is needed by some +# platforms. Added needed compile switches for MinGW. +# +# On OSX, this will prefer the Framework version (if found) over others. +# People will have to manually change the cache values of SDL2_LIBRARY to +# override this selection or set the CMake environment +# CMAKE_INCLUDE_PATH to modify the search paths. +# +# Note that the header path has changed from SDL/SDL.h to just SDL.h +# This needed to change because "proper" SDL convention is #include +# "SDL.h", not . This is done for portability reasons +# because not all systems place things in SDL/ (see FreeBSD). + +if(NOT SDL2_DIR) + set(SDL2_DIR "" CACHE PATH "SDL2 directory") +endif() + +find_path(SDL2_INCLUDE_DIR SDL.h + HINTS + ENV SDL2DIR + ${SDL2_DIR} + PATH_SUFFIXES SDL2 + # path suffixes to search inside ENV{SDL2DIR} + include/SDL2 include +) + +if(CMAKE_SIZEOF_VOID_P EQUAL 8) + set(VC_LIB_PATH_SUFFIX lib/x64) +else() + set(VC_LIB_PATH_SUFFIX lib/x86) +endif() + +find_library(SDL2_LIBRARY_TEMP + NAMES SDL2 + HINTS + ENV SDL2DIR + ${SDL2_DIR} + PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX} +) + +# Hide this cache variable from the user, it's an internal implementation +# detail. The documented library variable for the user is SDL2_LIBRARY +# which is derived from SDL2_LIBRARY_TEMP further below. +set_property(CACHE SDL2_LIBRARY_TEMP PROPERTY TYPE INTERNAL) + +if(NOT SDL2_BUILDING_LIBRARY) + if(NOT SDL2_INCLUDE_DIR MATCHES ".framework") + # Non-OS X framework versions expect you to also dynamically link to + # SDL2main. This is mainly for Windows and OS X. Other (Unix) platforms + # seem to provide SDL2main for compatibility even though they don't + # necessarily need it. + find_library(SDL2MAIN_LIBRARY + NAMES SDL2main + HINTS + ENV SDL2DIR + ${SDL2_DIR} + PATH_SUFFIXES lib ${VC_LIB_PATH_SUFFIX} + PATHS + /sw + /opt/local + /opt/csw + /opt + ) + endif() +endif() + +# SDL may require threads on your system. +# The Apple build may not need an explicit flag because one of the +# frameworks may already provide it. +# But for non-OSX systems, I will use the CMake Threads package. +if(NOT APPLE) + find_package(Threads) +endif() + +# MinGW needs an additional link flag, -mwindows +# It's total link flags should look like -lmingw32 -lSDL2main -lSDL2 -mwindows +if(MINGW) + set(MINGW32_LIBRARY mingw32 "-mwindows" CACHE STRING "link flags for MinGW") +endif() + +if(SDL2_LIBRARY_TEMP) + # For SDL2main + if(SDL2MAIN_LIBRARY AND NOT SDL2_BUILDING_LIBRARY) + list(FIND SDL2_LIBRARY_TEMP "${SDL2MAIN_LIBRARY}" _SDL2_MAIN_INDEX) + if(_SDL2_MAIN_INDEX EQUAL -1) + set(SDL2_LIBRARY_TEMP "${SDL2MAIN_LIBRARY}" ${SDL2_LIBRARY_TEMP}) + endif() + unset(_SDL2_MAIN_INDEX) + endif() + + # For OS X, SDL uses Cocoa as a backend so it must link to Cocoa. + # CMake doesn't display the -framework Cocoa string in the UI even + # though it actually is there if I modify a pre-used variable. + # I think it has something to do with the CACHE STRING. + # So I use a temporary variable until the end so I can set the + # "real" variable in one-shot. + if(APPLE) + set(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} "-framework Cocoa") + endif() + + # For threads, as mentioned Apple doesn't need this. + # In fact, there seems to be a problem if I used the Threads package + # and try using this line, so I'm just skipping it entirely for OS X. + if(NOT APPLE) + set(SDL2_LIBRARY_TEMP ${SDL2_LIBRARY_TEMP} ${CMAKE_THREAD_LIBS_INIT}) + endif() + + # For MinGW library + if(MINGW) + set(SDL2_LIBRARY_TEMP ${MINGW32_LIBRARY} ${SDL2_LIBRARY_TEMP}) + endif() + + # Set the final string here so the GUI reflects the final state. + set(SDL2_LIBRARY ${SDL2_LIBRARY_TEMP} CACHE STRING "Where the SDL Library can be found") +endif() + +if(SDL2_INCLUDE_DIR AND EXISTS "${SDL2_INCLUDE_DIR}/SDL2_version.h") + file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_MAJOR_LINE REGEX "^#define[ \t]+SDL2_MAJOR_VERSION[ \t]+[0-9]+$") + file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_MINOR_LINE REGEX "^#define[ \t]+SDL2_MINOR_VERSION[ \t]+[0-9]+$") + file(STRINGS "${SDL2_INCLUDE_DIR}/SDL2_version.h" SDL2_VERSION_PATCH_LINE REGEX "^#define[ \t]+SDL2_PATCHLEVEL[ \t]+[0-9]+$") + string(REGEX REPLACE "^#define[ \t]+SDL2_MAJOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MAJOR "${SDL2_VERSION_MAJOR_LINE}") + string(REGEX REPLACE "^#define[ \t]+SDL2_MINOR_VERSION[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_MINOR "${SDL2_VERSION_MINOR_LINE}") + string(REGEX REPLACE "^#define[ \t]+SDL2_PATCHLEVEL[ \t]+([0-9]+)$" "\\1" SDL2_VERSION_PATCH "${SDL2_VERSION_PATCH_LINE}") + set(SDL2_VERSION_STRING ${SDL2_VERSION_MAJOR}.${SDL2_VERSION_MINOR}.${SDL2_VERSION_PATCH}) + unset(SDL2_VERSION_MAJOR_LINE) + unset(SDL2_VERSION_MINOR_LINE) + unset(SDL2_VERSION_PATCH_LINE) + unset(SDL2_VERSION_MAJOR) + unset(SDL2_VERSION_MINOR) + unset(SDL2_VERSION_PATCH) +endif() + +set(SDL2_LIBRARIES ${SDL2_LIBRARY} ${SDL2MAIN_LIBRARY}) +set(SDL2_INCLUDE_DIRS ${SDL2_INCLUDE_DIR}) + +include(FindPackageHandleStandardArgs) + +FIND_PACKAGE_HANDLE_STANDARD_ARGS(SDL2 + REQUIRED_VARS SDL2_LIBRARY SDL2_INCLUDE_DIR + VERSION_VAR SDL2_VERSION_STRING)